Also a little update the olcConsoleGameEngine to draw transparent ASCII stringsmaster
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/*
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OneLoneCoder.com - Code-It-Yourself! Racing Game at the command prompt (quick and simple c++) |
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"Let's go, go, go!!!" - @Javidx9 |
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Disclaimer |
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~~~~~~~~~~ |
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I don't care what you use this for. It's intended to be educational, and perhaps |
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to the oddly minded - a little bit of fun. Please hack this, change it and use it |
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in any way you see fit. BUT, you acknowledge that I am not responsible for anything |
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bad that happens as a result of your actions. However, if good stuff happens, I |
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would appreciate a shout out, or at least give the blog some publicity for me. |
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Cheers! |
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Background |
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~~~~~~~~~~ |
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I'm a sim-racer when I'm not coding. Racing games are far more sophisticated than |
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they used to be. Frankly, retro racing games are a bit naff. But when done in the |
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command prompt they have a new level of craziness. |
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Controls |
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~~~~~~~~ |
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Left Arrow/Right Arrow Steer, Up Arrow accelerates. There are no brakes! |
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Set the fastest lap times you can! |
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Author |
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~~~~~~ |
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Twitter: @javidx9 |
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Blog: www.onelonecoder.com |
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Video: |
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~~~~~~ |
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https://youtu.be/KkMZI5Jbf18
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Last Updated: 10/07/2017 |
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*/ |
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#include <iostream> |
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#include <string> |
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using namespace std; |
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#include "olcConsoleGameEngine.h" |
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class OneLoneCoder_FormulaOLC : public olcConsoleGameEngine |
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{ |
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public: |
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OneLoneCoder_FormulaOLC() |
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{ |
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m_sAppName = L"Formula OLC"; |
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} |
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private: |
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float fDistance = 0.0f; // Distance car has travelled around track
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float fCurvature = 0.0f; // Current track curvature, lerped between track sections
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float fTrackCurvature = 0.0f; // Accumulation of track curvature
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float fTrackDistance = 0.0f; // Total distance of track
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float fCarPos = 0.0f; // Current car position
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float fPlayerCurvature = 0.0f; // Accumulation of player curvature
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float fSpeed = 0.0f; // Current player speed
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vector<pair<float, float>> vecTrack; // Track sections, sharpness of bend, length of section
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list<float> listLapTimes; // List of previous lap times
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float fCurrentLapTime; // Current lap time
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protected: |
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// Called by olcConsoleGameEngine
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virtual bool OnUserCreate() |
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{ |
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// Define track
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vecTrack.push_back(make_pair(0.0f, 10.0f)); // Short section for start/finish line
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vecTrack.push_back(make_pair(0.0f, 200.0f)); |
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vecTrack.push_back(make_pair(1.0f, 200.0f)); |
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vecTrack.push_back(make_pair(0.0f, 400.0f)); |
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vecTrack.push_back(make_pair(-1.0f, 100.0f)); |
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vecTrack.push_back(make_pair(0.0f, 200.0f)); |
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vecTrack.push_back(make_pair(-1.0f, 200.0f)); |
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vecTrack.push_back(make_pair(1.0f, 200.0f)); |
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vecTrack.push_back(make_pair(0.0f, 200.0f)); |
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vecTrack.push_back(make_pair(0.2f, 500.0f)); |
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vecTrack.push_back(make_pair(0.0f, 200.0f)); |
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// Calculate total track distance, so we can set lap times
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for (auto t : vecTrack) |
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fTrackDistance += t.second; |
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listLapTimes = { 0,0,0,0,0 }; |
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fCurrentLapTime = 0.0f; |
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return true; |
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} |
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// Called by olcConsoleGameEngine
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virtual bool OnUserUpdate(float fElapsedTime) |
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{ |
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// Handle control input
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int nCarDirection = 0; |
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if (m_keys[VK_UP].bHeld) |
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fSpeed += 2.0f * fElapsedTime; |
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else |
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fSpeed -= 1.0f * fElapsedTime; |
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// Car Curvature is accumulated left/right input, but inversely proportional to speed
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// i.e. it is harder to turn at high speed
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if (m_keys[VK_LEFT].bHeld) |
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{ |
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fPlayerCurvature -= 0.7f * fElapsedTime * (1.0f - fSpeed / 2.0f); |
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nCarDirection = -1; |
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} |
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if (m_keys[VK_RIGHT].bHeld) |
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{ |
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fPlayerCurvature += 0.7f * fElapsedTime * (1.0f - fSpeed / 2.0f); |
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nCarDirection = +1; |
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} |
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// If car curvature is too different to track curvature, slow down
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// as car has gone off track
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if (fabs(fPlayerCurvature - fTrackCurvature) >= 0.8f) |
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fSpeed -= 5.0f * fElapsedTime; |
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// Clamp Speed
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if (fSpeed < 0.0f) fSpeed = 0.0f; |
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if (fSpeed > 1.0f) fSpeed = 1.0f; |
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// Move car along track according to car speed
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fDistance += (70.0f * fSpeed) * fElapsedTime; |
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// Get Point on track
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float fOffset = 0; |
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int nTrackSection = 0; |
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// Lap Timing and counting
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fCurrentLapTime += fElapsedTime; |
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if (fDistance >= fTrackDistance) |
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{ |
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fDistance -= fTrackDistance; |
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listLapTimes.push_front(fCurrentLapTime); |
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listLapTimes.pop_back(); |
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fCurrentLapTime = 0.0f; |
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} |
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// Find position on track (could optimise)
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while (nTrackSection < vecTrack.size() && fOffset <= fDistance) |
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{
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fOffset += vecTrack[nTrackSection].second; |
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nTrackSection++; |
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} |
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// Interpolate towards target track curvature
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float fTargetCurvature = vecTrack[nTrackSection - 1].first; |
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float fTrackCurveDiff = (fTargetCurvature - fCurvature) * fElapsedTime * fSpeed; |
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// Accumulate player curvature
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fCurvature += fTrackCurveDiff; |
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// Accumulate track curvature
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fTrackCurvature += (fCurvature) * fElapsedTime * fSpeed; |
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// Draw Sky - light blue and dark blue
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for (int y = 0; y < ScreenHeight() / 2; y++) |
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for (int x = 0; x < ScreenWidth(); x++) |
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Draw(x, y, y< ScreenHeight() / 4 ? PIXEL_HALF : PIXEL_SOLID, FG_DARK_BLUE); |
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// Draw Scenery - our hills are a rectified sine wave, where the phase is adjusted by the
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// accumulated track curvature
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for (int x = 0; x < ScreenWidth(); x++) |
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{ |
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int nHillHeight = (int)(fabs(sinf(x * 0.01f + fTrackCurvature) * 16.0f)); |
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for (int y = (ScreenHeight() / 2) - nHillHeight; y < ScreenHeight() / 2; y++) |
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Draw(x, y, PIXEL_SOLID, FG_DARK_YELLOW); |
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} |
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// Draw Track - Each row is split into grass, clip-board and track
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for (int y = 0; y < ScreenHeight() / 2; y++) |
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for (int x = 0; x < ScreenWidth(); x++) |
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{ |
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// Perspective is used to modify the width of the track row segments
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float fPerspective = (float)y / (ScreenHeight()/2.0f); |
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float fRoadWidth = 0.1f + fPerspective * 0.8f; // Min 10% Max 90%
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float fClipWidth = fRoadWidth * 0.15f; |
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fRoadWidth *= 0.5f; // Halve it as track is symmetrical around center of track, but offset...
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// ...depending on where the middle point is, which is defined by the current
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// track curvature.
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float fMiddlePoint = 0.5f + fCurvature * powf((1.0f - fPerspective), 3); |
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// Work out segment boundaries
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int nLeftGrass = (fMiddlePoint - fRoadWidth - fClipWidth) * ScreenWidth(); |
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int nLeftClip = (fMiddlePoint - fRoadWidth) * ScreenWidth(); |
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int nRightClip = (fMiddlePoint + fRoadWidth) * ScreenWidth(); |
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int nRightGrass = (fMiddlePoint + fRoadWidth + fClipWidth) * ScreenWidth(); |
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int nRow = ScreenHeight() / 2 + y; |
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// Using periodic oscillatory functions to give lines, where the phase is controlled
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// by the distance around the track. These take some fine tuning to give the right "feel"
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int nGrassColour = sinf(20.0f * powf(1.0f - fPerspective,3) + fDistance * 0.1f) > 0.0f ? FG_GREEN : FG_DARK_GREEN; |
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int nClipColour = sinf(80.0f * powf(1.0f - fPerspective, 2) + fDistance) > 0.0f ? FG_RED : FG_WHITE; |
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// Start finish straight changes the road colour to inform the player lap is reset
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int nRoadColour = (nTrackSection-1) == 0 ? FG_WHITE : FG_GREY; |
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// Draw the row segments
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if (x >= 0 && x < nLeftGrass) |
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Draw(x, nRow, PIXEL_SOLID, nGrassColour); |
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if (x >= nLeftGrass && x < nLeftClip) |
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Draw(x, nRow, PIXEL_SOLID, nClipColour); |
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if (x >= nLeftClip && x < nRightClip) |
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Draw(x, nRow, PIXEL_SOLID, nRoadColour); |
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if (x >= nRightClip && x < nRightGrass) |
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Draw(x, nRow, PIXEL_SOLID, nClipColour); |
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if (x >= nRightGrass && x < ScreenWidth()) |
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Draw(x, nRow, PIXEL_SOLID, nGrassColour); |
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} |
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// Draw Car - car position on road is proportional to difference between
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// current accumulated track curvature, and current accumulated player curvature
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// i.e. if they are similar, the car will be in the middle of the track
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fCarPos = fPlayerCurvature - fTrackCurvature; |
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int nCarPos = ScreenWidth() / 2 + ((int)(ScreenWidth() * fCarPos) / 2.0) - 7; // Offset for sprite
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// Draw a car that represents what the player is doing. Apologies for the quality
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// of the sprite... :-(
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switch (nCarDirection) |
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{ |
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case 0: |
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DrawStringAlpha(nCarPos, 80, L" ||####|| "); |
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DrawStringAlpha(nCarPos, 81, L" ## "); |
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DrawStringAlpha(nCarPos, 82, L" #### "); |
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DrawStringAlpha(nCarPos, 83, L" #### "); |
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DrawStringAlpha(nCarPos, 84, L"||| #### |||"); |
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DrawStringAlpha(nCarPos, 85, L"|||########|||"); |
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DrawStringAlpha(nCarPos, 86, L"||| #### |||"); |
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break; |
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case +1: |
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DrawStringAlpha(nCarPos, 80, L" //####//"); |
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DrawStringAlpha(nCarPos, 81, L" ## "); |
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DrawStringAlpha(nCarPos, 82, L" #### "); |
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DrawStringAlpha(nCarPos, 83, L" #### "); |
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DrawStringAlpha(nCarPos, 84, L"/// ####//// "); |
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DrawStringAlpha(nCarPos, 85, L"//#######///O "); |
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DrawStringAlpha(nCarPos, 86, L"/// #### //// "); |
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break; |
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case -1: |
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DrawStringAlpha(nCarPos, 80, L"\\\\####\\\\ "); |
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DrawStringAlpha(nCarPos, 81, L" ## "); |
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DrawStringAlpha(nCarPos, 82, L" #### "); |
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DrawStringAlpha(nCarPos, 83, L" #### "); |
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DrawStringAlpha(nCarPos, 84, L" \\\\\\\\#### \\\\\\"); |
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DrawStringAlpha(nCarPos, 85, L" O\\\\\\#######\\\\"); |
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DrawStringAlpha(nCarPos, 86, L" \\\\\\\\ #### \\\\\\"); |
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break; |
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} |
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// Draw Stats
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DrawString(0, 0, L"Distance: " + to_wstring(fDistance)); |
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DrawString(0, 1, L"Target Curvature: " + to_wstring(fCurvature)); |
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DrawString(0, 2, L"Player Curvature: " + to_wstring(fPlayerCurvature)); |
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DrawString(0, 3, L"Player Speed : " + to_wstring(fSpeed)); |
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DrawString(0, 4, L"Track Curvature : " + to_wstring(fTrackCurvature)); |
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auto disp_time = [](float t) // Little lambda to turn floating point seconds into minutes:seconds:millis string
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{ |
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int nMinutes = t / 60.0f; |
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int nSeconds = t - (nMinutes * 60.0f); |
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int nMilliSeconds = (t - (float)nSeconds) * 1000.0f; |
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return to_wstring(nMinutes) + L"." + to_wstring(nSeconds) + L":" + to_wstring(nMilliSeconds); |
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}; |
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// Display current laptime
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DrawString(10, 8, disp_time(fCurrentLapTime)); |
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// Display last 5 lap times
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int j = 10; |
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for (auto l : listLapTimes) |
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{ |
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DrawString(10, j, disp_time(l)); |
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j++; |
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} |
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return true; |
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} |
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}; |
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int main() |
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{ |
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// Use olcConsoleGameEngine derived app
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OneLoneCoder_FormulaOLC game; |
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game.ConstructConsole(160, 100, 8, 8); |
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game.Start(); |
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return 0; |
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} |
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